Infantry
Type Crossbowmen Type Pikemen Type Warriors Type Archers Type Demolishers Type Footmen Type Kragling Type Spearmen
Skirmishers
Type Berserkers Type Rangers Type Skirmishers Type Ambusher Type Hunters Type Lumberjacks Type Suicide Squad
Cavalry
Type Heavy Riders Type Grimfang Riders
Light Cavalry
Type Wild warriors Type Scouts
Monsters
Type Grimfangs Type Bird Swarm Type Armored Drakoth Type Drakoth
Artillery
Type BalistA Type Catapult Type Scorpios
Characters
Type Alpha Grimfang Type Captain Type Engineer Type Executor Type General Type Great banner bearer Type Lieutenant Type Shaman Type Torture Master Type Chief Type Doctor Type Raid Leader Type Taskmaster Type Tracker Type Warchief
Named Characters
Type Grashnak Type Kragoth Type Thornak Type Vragoth Type Skarnor Type Rumon the Pale Type Zarvek the Whisperer

Ironwatch


infantry


Crossbowmen
MGTW B PtsQt
3"5+48 | 7+
Pts
Melee weaponsRkPSA
Dagger5--21
Melee fighter
Devastator
Ranged weaponsRgPSA
Heavy Crossbow12"-30.5
Heavy Wounds
EquipmentArmor, Dagger, Heavy Crossbow
Base25mm Round Individual model
Category
Infantryman
Species
Kragar
Special rules
Ranked Fire
Squad Leader
+7.3pts

Ranked Fire

If the unit's final position at the start of the Shooting phase is less than M-4" from its initial position at the start of the Movement phase, the unit does not undergo the Advance & Fire modifier.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Pikemen
MGTW B PtsQt
2.5"4 | 5+6+48 | 7+
Pts
Melee weaponsRkPSA
Pike0-11
Spades wall
Too long
Cleaver3-1-21Replacement-0.4
EquipmentHeavy armor, Pike
Base25mm Round Individual model
Category
Infantryman
Species
Kragar
Special rules
Rage
Squad Leader
+6.3pts
Banner bearer
+5pts
Drummer
+9.5pts

Rage

When charging, they can reroll failed melee attack rolls.

Spades wall

When this unit is stable, melee attacks targeting it are halved.

If the unit is composed of two groups, stable and charging, it may choose to lose this previous bonus for this round and double its melee attacks for this round in exchange.

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+2G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Barrier

When resolving a wound roll against this unit, if the modified T value before applying this rule is equal to or higher than this unit’s original T, this unit gains +1T against that wound roll.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Too long

If either the unit or its target is in Cover, this weapon’s A is halved.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Warriors
MGTW B PtsQt
2.5"4 | 5+7 | 8+48 | 7+
Pts
Melee weaponsRkPSA
Cleaver3-1-21
EquipmentHeavy armor, Shield, Cleaver
Base25mm Round Individual model
Category
Infantryman
Species
Kragar
Special rules
Rage
Fanatic
Squad Leader
+5.7pts
Banner bearer
+8pts
Drummer
+8.5pts

Rage

When charging, they can reroll failed melee attack rolls.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Archers
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Dagger5--11
Melee fighter
Devastator
Ranged weaponsRgPSA
Bow12"-2-1
EquipmentArmor, Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Demolishers
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Heavy Two-Handed Axe4--4 | -51
Heavy Wounds
EquipmentArmor, Heavy Two-Handed Axe
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Fanatic
+0pts
Squad Leader
+6pts
Hornblower
+4pts

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Footmen
MGTW B PtsQt
3"5+6 | 7+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Axe3--2 | -31
EquipmentArmor, Shield, Blade, Axe
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+5.8pts
Banner bearer
+8pts
Drummer
+2.5pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Kragling
MGTW B PtsQt
3"4+46 | 2+
Pts
ArmorsMGTW
Shield--5 | 6+--
Melee weaponsRkPSA
Blade3-1-0 | -11
Melee fighter
Axe3+1-2 | -31Replacement-
EquipmentLight armor, Blade
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Keywords
Rookie
Special rules
Horde

Horde

+1A for each group of the squad in melee, when attacking encircled targets.

Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions.


Opportunistic rallying


If your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Spearmen
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-2 | -31
Wall of Spears
Cleaver3-1-1 | -21+0.4
Blade3-2-0 | -11+0.2
Melee fighter
Two-Handed Halberd1--3 | -41Replacement+0.2
Wall of Spears
EquipmentArmor, Two-Handed Spear
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6.2pts
Banner bearer
+6.5pts
Drummer
+3pts

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.


skirmishers


Berserkers
MGTWSvB PtsQt
3"5 | 6+4+46+11 | 10+
Pts
Melee weaponsRkPSA
Blade3-22
Melee fighter
EquipmentSkin, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Elite
Rare
Special rules
Fury
Fanatic
Heroic Fate
Reckless
Devastator
Veteran

Fury

They can reroll failed melee attack rolls.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Reckless

If they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.

They cannot move as long as at least one enemy unit is within 1''.

Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Veteran

This unit ignores the result of the first rout roll it suffers.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Rangers
MGTWSvB PtsQt
3"6 | 7+5+46+8 | 7+
Pts
Melee weaponsRkPSA
Dagger5-1-21
Melee fighter
Devastator
Cleaver3-21+0.1
Ranged weaponsRgPSA
Bow12"-3-1
EquipmentArmor, Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Special rules
Furtive
Hunter
Forester
Mountaineer
Scout
+14pts
Ambusher
+0.4pts
Squad Leader
+25.7pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Skirmishers
MGTW B PtsQt
3"5 | 6+5+48 | 7+
Pts
ArmorsMGTW
Shield--6 | 7+--
Melee weaponsRkPSA
Cleaver3-1-21
Ranged weaponsRgPSA
Javelin3"--11+1
Heavy Wounds
Throwing weapon
EquipmentArmor, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Special rules
Vanguard
Horde
Reinforcement
+1pts
Banner bearer
+11.75pts
Squad Leader
+16.2pts
Drummer
+8pts

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Horde

+1A for each group of the squad in melee, when attacking encircled targets.

Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions.


Opportunistic rallying


If your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Ambusher
MGTW B PtsQt
3"5 | 6+4+47 | 5+
Pts
Melee weaponsRkPSA
x2 Blade3-2-0 | -12
Melee fighter
Ranged weaponsRgPSA
Small Bow9"-2-1+1.2
Javelin3"-1+0.6
Heavy Wounds
Throwing weapon
EquipmentLight armor, x2 Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Ambusher
Fury
Squad Leader
+12.3pts
Hornblower
+6.5pts

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Fury

They can reroll failed melee attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Hunters
MGTWSvB PtsQt
3"6 | 7+4+46+7 | 5+
Pts
Melee weaponsRkPSA
Poisoned Dagger5-11
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Bow12"-3-1
Poisoned Bow12"-4-1Replacement+0.4
Poison
EquipmentLight armor, Poisoned Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Furtive
Hunter
Forester
Mountaineer
Ambusher
+0.6pts
Scout
+14pts
Squad Leader
+26.5pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Lumberjacks
MGTW B PtsQt
3"5 | 6+3+47 | 4+
Pts
ArmorsMGTW
Light armor--4+--
Melee weaponsRkPSA
Heavy Two-Handed Axe4--41
Heavy Wounds
Dagger5--11
Melee fighter
Devastator
EquipmentSkin, Heavy Two-Handed Axe, Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Special rules
Forester
Ambusher
+1.2pts
Squad Leader
+8.4pts

Forester

This unit has a affinity with the Wood element.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Suicide Squad
MGTW B PtsQt
3"5 | 6+5+48+
Pts
Melee weaponsRkPSA
Cleaver3-11
Bomb7+2-121
3D6 Wounds
Suicide Attack
EquipmentArmor, Cleaver, Bomb
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Special rules
Fanatic
Combat Engineering
+11pts

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

3D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 3D6.

Suicide Attack

Right after using this weapon, the unit is removed from the game. If the target survives and is no longer engaged in melee combat, it must still pass one or several rout rolls if its condition has deteriorated.

Combat Engineering

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated up to 3 times. Each activation can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+
Swap a Basic Cover for a Heavy CoverAuto
Swap a Heavy Cover for a Fortified Cover6+
Inflict a Critical damage roll on a CoverAuto

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.


A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it twice per battle (once a round), when activated during the Tactical phase on a terrain element within 1".

Whether or not the skill roll is successful, the unit will be considered exhausted.


cavalry


Heavy Riders
MGTWSvB PtsQt
4"5 | 6+6 | 7+85+11 | 9+
Pts
Melee weaponsRkPSA
Spear (mounted)2-2-3 | -52
Anti cavalry
Blade3-3-2 | -32
Melee fighter
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
EquipmentHeavy armor, Shield, Alpha grimfang, Blade, Spear (mounted), Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Species
Kragar
Keywords
Rare
Elite
Special rules
Scary
Squad Leader
+41.7pts
Banner bearer
+26pts
Hornblower
+37pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Heavy Riders dismounted
MGTWSvB PtsQt
2.5"5 | 6+8 | 9+45+11 | 9+
Pts
Melee weaponsRkPSA
Spear1-2-32
Wall of Spears
Blade3-3-22
Melee fighter
EquipmentHeavy armor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Species
Kragar
Keywords
Rare
Elite
Special rules
Squad Leader
+12.6pts
Banner bearer
+8.7pts
Hornblower
+9.1pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Grimfang Riders
MGTW B PtsQt
4"5+87 | 5+
Pts
ArmorsMGTW
Shield--6 | 7+--
Melee weaponsRkPSA
Spear (mounted)2-1-1 | -41
Anti cavalry
Blade3-2-0 | -21
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLight armor, Grimfang, Blade, Spear (mounted), Claws, Fangs, Small Bow
Base40mm Round Individual model
Category
Rider
Monster
Species
Orc
Special rules
Scary
Vanguard
+0.6pts
Reinforcement
+3.4pts
Squad Leader
+24.3pts
Hornblower
+17pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.
Grimfang Riders dismounted
MGTW B PtsQt
3"5+4+47 | 5+
Pts
ArmorsMGTW
Shield--5 | 6+--
Melee weaponsRkPSA
Spear1-1-1 | -21
Wall of Spears
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLight armor, Blade, Spear, Small Bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Vanguard
+0pts
Reinforcement
+0.6pts
Squad Leader
+7.8pts
Hornblower
+4pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.


light cavalry


Wild warriors on grimfangs
MGTWSvB PtsQt
4"5 | 6+5+86+10 | 7+
Pts
Melee weaponsRkPSA
x2 Cleaver3-2-4 | -53
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentLight armor, Grimfang, x2 Cleaver, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Skirmisher
Monster
Species
Kragar
Keywords
Elite
Special rules
Veteran
Bloodlust
Rage
Heroic Fate
Fanatic
Scary
Squad Leader
+49.8pts
Hornblower
+32pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Bloodlust

Add +2" to this unit's movement when it charges.

Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat.

Rage

When charging, they can reroll failed melee attack rolls.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Wild warriors
MGTWSvB PtsQt
3"6 | 7+5+45+10 | 7+
Pts
Melee weaponsRkPSA
x2 Cleaver3-2-43
EquipmentLight armor, x2 Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Elite
Special rules
Veteran
Bloodlust
Rage
Heroic Fate
Fearsome
Fanatic
Squad Leader
+20.3pts
Hornblower
+13.2pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Bloodlust

Add +2" to this unit's movement when it charges.

Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat.

Rage

When charging, they can reroll failed melee attack rolls.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Scouts
MGTW B PtsQt
4"5 | 6+4+87 | 5+
Pts
Melee weaponsRkPSA
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Dagger5--1 | -21
Melee fighter
Devastator
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLighter armor, Grimfang, Dagger, Claws, Fangs, Small Bow
Base40mm Round Individual model
Category
Rider
Skirmisher
Monster
Species
Orc
Special rules
Vanguard
Scout
Furtive
Scary
Fake retreat
+6pts
Squad Leader
+42.4pts

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Fake retreat

Once per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.

This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one.

When the unit is redeployed, according to its deployment rules, it recovers all its lost W.
Scouts dismounted
MGTW B PtsQt
3.5"6 | 7+2+47 | 5+
Pts
Melee weaponsRkPSA
Dagger5--11
Melee fighter
Devastator
Ranged weaponsRgPSA
Small Bow9"-2-1
EquipmentLighter armor, Dagger, Small Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Vanguard
Scout
Furtive
Fake retreat
+4.5pts
Squad Leader
+30.3pts

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Fake retreat

Once per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.

This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one.

When the unit is redeployed, according to its deployment rules, it recovers all its lost W.


monsters


Grimfangs
MGTW B PtsQt
4.5"5+57+
Pts
Melee weaponsRkPSA
Claws4-2-2 | -32
Devastator
Fangs6-2-31
Mount Attacks
EquipmentSkin, Claws, Fangs
Base40mm Round Individual model
Category
Monster
Species
Grimfang
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Ambusher
+2.4pts
Squad Leader
+21.5pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Mountaineer

This unit has a affinity with the Stone element.

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Bird Swarm
MGTW B PtsQt
5"6+2+45+
Pts
Melee weaponsRkPSA
Claws4-2+3 | 24
Devastator
Beak6-2+12
Mount Attacks
EquipmentSkin, Claws, Beak
Base40mm Round Individual model
Category
Monster
Species
Bird Swarm
Special rules
Fly
Scout
+14pts

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Armored Drakoth
MGTW B PtsQt
3"4+11 | 12+249 | 6+
Pts
Melee weaponsRkPSA
Great Mace - Sweep3-24
1D6 Wounds
Great Mace3--84
1D6 Wounds
Great Claws3-2-54
Devastator
1D6 Wounds
Great Spear0-1-64Replacement-10.6
Wall of Spears
1D6 Wounds
Great Cleaver2-1-64Replacement-19
1D6 Wounds
EquipmentArmor, Shield, Great Mace, Great Claws
Base64mm Round Individual model
140mm (5.5'') Round tray2 Groups x2 ModelsModel bases 64mm
Category
Monster
Species
Drakoth
Keywords
Elite
Special rules
Scary
Regeneration

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Drakoth
MGTW B PtsQt
3"4+9+248 | 5+
Pts
Melee weaponsRkPSA
Great Claws3-2-54
Devastator
1D6 Wounds
Heavy Great Two-Handed Mace4--104
1D10 Wounds
Heavy Great Two-Handed Mace - Sweep4-2-44
1D10 Wounds
Great Mace3--84Replacement-29
1D6 Wounds
EquipmentLight armor, Great Claws, Heavy Great Two-Handed Mace
Base64mm Round Individual model
140mm (5.5'') Round tray2 Groups x2 ModelsModel bases 64mm
Category
Monster
Species
Drakoth
Keywords
Elite
Special rules
Scary
Regeneration

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

1D10 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D10.


artillery


BalistA
MGTW B PtsQt
1"5+5 | 8+88 | 7+
Pts
Melee weaponsRkPSA
Blade3-2-14
Melee fighter
Ranged weaponsRgPSA
Heavy Ballista - Arrows21"-2-81
Traumatic
3D6 Wounds
Blast
Slow Reload
EquipmentArmor, Pavois, Blade, Heavy Ballista - Arrows
Base100mm Round Individual model
Category
Artillery
Species
Kragar
Keywords
Elite
Special rules

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Traumatic

The rout rolls caused by their shots have a -1B bonus.

3D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 3D6.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6.

Slow Reload

When this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.

If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation.

After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls.

Catapult
MGTW B PtsQt
1"5+5 | 8+88 | 7+
Pts
Melee weaponsRkPSA
Blade3-2-14
Melee fighter
Ranged weaponsRgPSA
Catapult - Rocks18"--120.5
Traumatic
4D6 Wounds
Catapult - Fire Balls15"-8
Traumatic
Plasma
Slow Reload
EquipmentArmor, Pavois, Blade, Catapult - Rocks, Catapult - Fire Balls
Base100mm Round Individual model
Category
Artillery
Species
Kragar
Keywords
Elite
Special rules

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Traumatic

The rout rolls caused by their shots have a -1B bonus.

4D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 4D6.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Slow Reload

When this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.

If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation.

After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls.

Scorpios
MGTW B PtsQt
1"5+5 | 8+87 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -22
Ranged weaponsRgPSA
Scorpio - Arrows15"-2-41
Traumatic
Blast
1D6 Wounds
EquipmentArmor, Pavois, One-handed Weapon, Scorpio - Arrows
Base50mm Round Individual model
Category
Artillery
Species
Orc
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.


characters


Alpha Grimfang
MGTWSvB PtsQt
4.5"7+6+85+9+
Pts
Melee weaponsRkPSA
Spear1-2-4 | -54
Wall of Spears
EquipmentSkin, Spear
Base40mm Round Individual model
Category
Monster
Species
Grimfang
Keywords
Character
Leader
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Cacique
Ambusher
+7.4pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Mountaineer

This unit has a affinity with the Stone element.

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Captain
MGTWSvB PtsQt
2.5"6 | 8+8 | 9+45+11 | 10+
Pts
Melee weaponsRkPSA
Cleaver3-2-33
EquipmentHeavy armor, Shield, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Leader
Special rules
Officer
Authority
War cry

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

War cry

Grants the following temporary bonus to his squad.



Tumultuous charge

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.


Engineer
MGTWSvB PtsQt
2.5"5 | 7+6+46+9 | 8+
Pts
Melee weaponsRkPSA
Cleaver3-22
EquipmentHeavy armor, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Special rules
Artillery Master
Renowned blacksmith
Ground preparation
+4pts

Artillery Master

This character can join an artillery unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule.



+1P.



+1S.



Repairer

Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units.

Using this rule this unit may not be activated or react during the other phases of this round.

Renowned blacksmith

Before the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.

Executor
MGTWSvB PtsQt
3"9 | 10+7+45+
6+
11 | 10+
Pts
Melee weaponsRkPSA
Heavy Two-Handed Axe4-3-73
Heavy Wounds
EquipmentArmor, Heavy Two-Handed Axe
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Elite
Leader
Special rules
Furtive
Hunter
Commando
Tracker
Ambusher
+17.2pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




General
MGTWSvB PtsQt
2.5"6 | 8+7+44+12 | 11+
Pts
ArmorsMGTW
Shield--8 | 9+-+1
Melee weaponsRkPSA
Cleaver3-34
EquipmentHeavy armor, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Leader
Special rules
General
Instructor
Epic speach
Authority
Vehemence
Reform the Ranks

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Vehemence

Grants one of the following temporary bonus to his squad, on a skill roll of 3+.



Fury

They can reroll failed melee attack rolls.



Marksmanship

They can reroll failed shooting attack rolls.

Great banner bearer
MGTWSvB PtsQt
3"7 | 8+6+46+10 | 9+
Pts
ArmorsMGTW
Heavier armor2.5"6 | 8+7+--1
Melee weaponsRkPSA
Cleaver3-1-21
EquipmentArmor, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Rare
Special rules
Great banner

Great banner

Grants the following temporary bonus to up to the 5 eligible closest squads within 12''.

Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Lieutenant
MGTWSvB PtsQt
2.5"5 | 7+7 | 8+46+10 | 9+
Pts
Melee weaponsRkPSA
Cleaver3-22
EquipmentHeavy armor, Shield, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Leader
Special rules
Patriot
Fanatic
Taking initiative

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Shaman
MGTWSvB PtsQt
3"7 | 8+6+46+8 | 7+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-31
Wall of Spears
Dagger5--21
Melee fighter
Devastator
EquipmentArmor, Two-Handed Spear, Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Special rules
Curse
Poisonous decoction
Painkiller
Mystic
Healer

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Painkiller

Before the deployment, designate 1 squad and grant it +2T.

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Torture Master
MGTWSvB PtsQt
3"8 | 9+5+45+9 | 8+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-2-42
Wall of Spears
x2 Dagger5-1-33
Melee fighter
Devastator
EquipmentSkin, Two-Handed Spear, x2 Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Elite
Special rules
Blessing
Painkiller
First aid
Hate preacher
Shadow sorcery
+18pts

Blessing

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Hate preacher

Grants the following temporary bonus to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Painkiller

Before the deployment, designate 1 squad and grant it +2T.

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Chief on grimfang
MGTWSvB PtsQt
4"6 | 7+125+10 | 8+
Pts
Melee weaponsRkPSA
Axe3-1-3 | -53
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Blade3-3-1 | -33Replacement-
Melee fighter
Spear (mounted)2-2-2 | -53+1.6
Anti cavalry
EquipmentArmor, Shield, Alpha grimfang, Axe, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Scary
Cacique

Veteran

This unit ignores the result of the first rout roll it suffers.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.
Chief
MGTWSvB PtsQt
3"7 | 8+45+
6+
10 | 8+
Pts
Melee weaponsRkPSA
Axe3-1-3 | -43
Blade3-3-1 | -23Replacement+0.6
Melee fighter
Spear1-2-2 | -33+1.8
Wall of Spears
EquipmentArmor, Shield, Axe
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Cacique

Veteran

This unit ignores the result of the first rout roll it suffers.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Doctor on grimfang
MGTWSvB PtsQt
4"6 | 7+5+126+7 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear (mounted)2-1-2 | -51
Anti cavalry
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentArmor, Grimfang, Two-Handed Spear (mounted), Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Special rules
Poison
Scary
Poisonous decoction
Speach
Healer

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Speach

Before the deployment, designate 1d3 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Doctor
MGTWSvB PtsQt
3"7 | 8+6+46+7 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-2 | -31
Wall of Spears
EquipmentArmor, Two-Handed Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Poison
Poisonous decoction
Speach
Healer

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Speach

Before the deployment, designate 1d3 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Raid Leader on grimfang
MGTWSvB PtsQt
4"6 | 7+5+125+9 | 7+
Pts
Melee weaponsRkPSA
Long Blade2-4-2 | -43
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Ranged weaponsRgPSA
Bow12"-4-2+2.2
Throwing daggers3"-3-12+1
Throwing weapon
EquipmentArmor, Alpha grimfang, Long Blade, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Soldiers of Fortune
Scary
Tracker
Ambusher
+12.6pts
Surprise Attack
+10.6pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Raid Leader
MGTWSvB PtsQt
3"8 | 9+6+45+9 | 7+
Pts
Melee weaponsRkPSA
Long Blade2-4-2 | -33
Ranged weaponsRgPSA
Bow12"-4-2+4.2
Throwing daggers3"-3-12+1.8
Throwing weapon
EquipmentArmor, Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Soldiers of Fortune
Tracker
Ambusher
+7pts
Surprise Attack
+9.6pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Taskmaster
MGTWSvB PtsQt
2.5"5 | 7+7+45+8 | 6+
Pts
Melee weaponsRkPSA
Mace4--4 | -53
Whip1-1-0 | -12+1
Mount Attacks
EquipmentHeavy armor, Mace
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Taskmaster
Summary execution
Horde leader
Beastmaster
+6pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Taskmaster

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Indoctrination

+1T.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Horde leader

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules.

If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Beastmaster

Before the deployment, designate 1 Monster unit and grant it +1T.

This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Tracker on grimfang
MGTWSvB PtsQt
4"6 | 7+5+126+9 | 7+
Pts
Melee weaponsRkPSA
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Dagger5-2-2 | -33
Melee fighter
Devastator
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Poisoned Bow12"-5-2
Poison
EquipmentLight armor, Grimfang, Dagger, Claws, Fangs, Poisoned Bow
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Eternal hate
Scary
Tracker
Ambusher
+7pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Tracker
MGTWSvB PtsQt
3"8 | 9+5+45+9 | 7+
Pts
Melee weaponsRkPSA
Dagger5-23
Melee fighter
Devastator
Ranged weaponsRgPSA
Poisoned Bow12"-5-2
Poison
EquipmentLight armor, Dagger, Poisoned Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Eternal hate
Tracker
Ambusher
+1pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Warchief on grimfang
MGTWSvB PtsQt
4"6 | 7+125+
6+
10 | 8+
Pts
Melee weaponsRkPSA
Blade3-4-1 | -34
Melee fighter
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Warhammer3-1-4 | -64+2.8
Spear (mounted)2-3-2 | -54+2.4
Anti cavalry
EquipmentArmor, Shield, Alpha grimfang, Blade, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Scary
Warlord
Taking initiative
Epic speach

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Veteran

This unit ignores the result of the first rout roll it suffers.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.
Warchief
MGTWSvB PtsQt
3"7 | 8+44+10 | 8+
Pts
Melee weaponsRkPSA
Blade3-4-1 | -24
Melee fighter
Warhammer3-1-4 | -54+3.8
Spear1-3-2 | -34+1.4
Wall of Spears
EquipmentArmor, Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Warlord
Taking initiative
Epic speach

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Veteran

This unit ignores the result of the first rout roll it suffers.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.


named characters


Grashnak
The Unbroken Fang -Grashnak, Rumon’s most loyal general and champion, leads the Ironshield Cohorts with unshakable resolve. First into battle and last to retreat, he fights not for conquest, but for duty and debt—repaying in blood the life Rumon once saved from the Eldrakars’ flames.
MGTWSvB PtsQt
3"9 | 10+8 | 9+43+13 | 12+
Pts
Melee weaponsRkPSA
Cleaver3-5-46
Ranged weaponsRgPSA
Poisoned Bow12"-7-2
Poison
EquipmentArmor, Shield, Cleaver, Poisoned Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Named
Leader
Special rules
Furtive
Hunter
Commando
Fury
Eternal hate
Poison
Steadfast warrior
Resilience
Tracker
Warlord
Taking initiative
Epic speach
Ambusher
+45pts

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Fury

They can reroll failed melee attack rolls.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Kragoth
The Butcher -Kragoth is Ironwatch’s monster, a warrior who revels in cruelty. Where he treads, no one is spared—his victims are both enemies and teachers, their suffering shaping his art of pain. Feared even among his kin, he fights not for survival, but for the ecstasy of slaughter.
MGTWSvB PtsQt
3"7 | 8+7+55+11 | 10+
Pts
Melee weaponsRkPSA
Cleaver3-2-44
EquipmentArmor, Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Named
Leader
Special rules
Offensive Effort
Resilience
Officer
Authority
First aid
Summary execution
No mercy
Hate preacher

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Offensive Effort

Once per battle, this unit may choose to be activated one additional time during a same phase.

First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Hate preacher

Grants the following temporary bonus to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Thornak
The Architect of War -Thornak forged Ironwatch’s war machine. From ballistae to catapults, from armor to siegecraft, every engine of destruction bears his genius. While others fight with sword and sorcery, he builds the future—one where industry, not warriors, decides the fate of nations.
MGTWSvB PtsQt
3"7 | 8+6+46+8 | 7+
Pts
Melee weaponsRkPSA
Cleaver3-1-21
Ranged weaponsRgPSA
Heavy Crossbow12"-31
Heavy Wounds
EquipmentArmor, Cleaver, Heavy Crossbow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Named
Special rules
Sniper
Traumatic
Resilience
Logistician
Artillery Master
Resupply
Summon
Renowned blacksmith

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Sniper

This rule does not apply to shots at a target less than 1" away.

Character killer


This unit can target a character with shooting attacks even if he is inside a squad, or more than 18" away.

If all character within the squad are hidding, it can target them with shooting attacks, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s shooting attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit shooting attacks. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.


Traumatic

The rout rolls caused by their shots have a -1B bonus.

Artillery Master

This character can join an artillery unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule.



+1P.



+1S.



Repairer

Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units.

Using this rule this unit may not be activated or react during the other phases of this round.

Renowned blacksmith

Before the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Vragoth
The Ironfang Hunter -Vragoth commands the Stormfang Hunters, Ironwatch’s shadow vanguard. Silent, precise, merciless, he strikes before dawn, cutting supply lines and bleeding foes long before battle. To him, honor is a lie—the hunt is the only truth, and vengeance the only purpose.
MGTWSvB PtsQt
3"7 | 8+6+44+11 | 10+
Pts
Melee weaponsRkPSA
x2 Cleaver3-36
EquipmentArmor, x2 Cleaver
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Kragar
Keywords
Character
Named
Leader
Special rules
Fury
Deadly dance
Resilience
Warlord
Taking initiative
Epic speach
Forced march
Vehemence

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Fury

They can reroll failed melee attack rolls.

Deadly dance

Each time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.

Natural 6s on these additional attack rolls do generate extra attack rolls.

Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.

Vehemence

Grants one of the following temporary bonus to his squad, on a skill roll of 3+.



Fury

They can reroll failed melee attack rolls.



Marksmanship

They can reroll failed shooting attack rolls.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Skarnor on grimfang
The Raider King -Skarnor leads the Grimfang Riders, orc cavalry who strike like storms. Savage, swift, and unrelenting, his warbands burn villages and vanish into night. Tolerated but never trusted, he knows his kind have no place in Ironwatch’s future—so he fights only for fire and blood.
MGTWSvB PtsQt
4"6 | 7+5+125+
6+
10 | 8+
Pts
Melee weaponsRkPSA
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Dagger5-2-2 | -36
Melee fighter
Devastator
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Small Bow9"-4-2
EquipmentLight armor, Grimfang, Dagger, Claws, Fangs, Small Bow
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Named
Leader
Special rules
Eternal hate
Soldiers of Fortune
Scary
Resilience
Warlord
Taking initiative
Epic speach
Surprise Attack
Forced march
Spoils of War

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.

Spoils of War

Grants a temporary bonus of +2B to up to the 5 eligible closest squads within 12'', when you have more Vp than you opponent.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Skarnor
MGTWSvB PtsQt
3"7 | 8+5+44+10 | 8+
Pts
Melee weaponsRkPSA
Dagger5-26
Melee fighter
Devastator
Ranged weaponsRgPSA
Small Bow9"-4-2
EquipmentLight armor, Dagger, Small Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Named
Leader
Special rules
Fearsome
Eternal hate
Soldiers of Fortune
Resilience
Warlord
Taking initiative
Epic speach
Surprise Attack
Forced march
Spoils of War

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.

Spoils of War

Grants a temporary bonus of +2B to up to the 5 eligible closest squads within 12'', when you have more Vp than you opponent.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Rumon the Pale on horseback
The Architect of Survival -Rumon the Pale, once a Vlandorian sorcerer, became the savior of the hunted Kragars. From exile and ruin, he built Ironwatch into a crucible of war. No longer an idealist, he seeks not glory nor vengeance, but a future—one forged in steel, discipline, and fire.
MGTWSvB PtsQt
4.5"6 | 7+3+165+
6+
10+
Pts
Melee weaponsRkPSA
Magical Staff2-4-0 | -12
Magical
Horse - Hooves3--1 | -32
Mount Attacks
Ranged weaponsRgPSA
Heavy Magical fireballs15"-5-34
Magical
Plasma
Heavy Wounds
EquipmentSkin, Horse, Magical Staff, Hooves, Heavy Magical fireballs
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Vhalan
Keywords
Character
Named
Faction leader
Special rules
Mountaineer
Resilience
Sorcery
Shadow sorcery
Light Magic
Strategist
Magic
Curse
Recon
Subterfuge
Blessing
Symbol

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Mountaineer

This unit has a affinity with the Stone element.

Light Magic

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

+2B



Glare

+2G



Clarity

+3P

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Magic

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Mystical protection

Before the deployment, designate 1 squad and grant it +2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 2Sv, refer to the save roll rule in the rulebook.



Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.




Magic shield

Defense improved by +1.

Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.

Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.

Blessing

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.
Rumon the Pale
MGTWSvB PtsQt
3"7 | 8+3+124+10+
Pts
Melee weaponsRkPSA
Magical Staff2-4-2
Magical
Ranged weaponsRgPSA
Heavy Magical fireballs15"-5-34
Magical
Plasma
Heavy Wounds
EquipmentSkin, Magical Staff, Heavy Magical fireballs
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Vhalan
Keywords
Character
Named
Faction leader
Special rules
Mountaineer
Resilience
Sorcery
Shadow sorcery
Light Magic
Strategist
Magic
Curse
Recon
Subterfuge
Blessing
Symbol

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Mountaineer

This unit has a affinity with the Stone element.

Light Magic

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

+2B



Glare

+2G



Clarity

+3P

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Magic

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Mystical protection

Before the deployment, designate 1 squad and grant it +2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 2Sv, refer to the save roll rule in the rulebook.



Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.




Magic shield

Defense improved by +1.

Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.

Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.

Blessing

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Zarvek the Whisperer on horseback
The Whisperer -Zarvek weaves war in silence. Cast out of Storrhold, he now serves Rumon as master of lies and misdirection. His rumors delay invasions, his whispers breed paranoia. No soldier, no general, but his words bleed enemies before the first blade is drawn.
MGTWSvB PtsQt
4.5"6 | 7+3+125+
6+
5+
Pts
Melee weaponsRkPSA
Horse - Hooves3--1 | -32
Mount Attacks
Poisoned Dagger5-12
Melee fighter
Devastator
Poison
EquipmentSkin, Horse, Poisoned Dagger, Hooves
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Named
Special rules
Assassin
Resilience
Logistician
Corruption
Curse
Traitor
Recon
+30pts

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Traitor

It can be deployed in the opponent's deployment zone.

As long as it does not attack enemy units it cannot be targeted by charges and shots. But it cannot block the movement of enemy units nor slow them down, and must be moved to the nearest location if an enemy unit occupies its position.

As long as this unit is alive and within 6'' of an opposing unit, once per round, when activated during the Tactical phase, you may attempt to influence your opponent’s activation. On a traitor skill roll of 2+ on 1d6, you choose which unit (worth less than 101Pts) they must activate last during the Movement phase of this round (the unit activated after it will automatically hold).

Each time this ability is used, the required traitor skill roll increases by +1 for subsequent uses (3+, 4+, 5+, etc.). But if this ability is not used during a round, while being within 6'' of an opposing unit, the required traitor skill roll roll is reduced by 1 at the start of the next round (to a minimum of 2+).

If the traitor skill roll fails, the traitor is discovered: this ability can no longer be used, and the model can now be targeted normally.

A unit worth more than 100Pts and less than 201Pts can be targeted with an additionnal skill roll of 4+.

A unit worth more than 200Pts and less than 301Pts can be targeted with an additionnal skill roll of 5+.

If these additionnal skill rolls fail, the traitor is not discovered even though he failed, but he counts as having used this rule during this round.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.
Zarvek the Whisperer
MGTWSvB PtsQt
3"6 | 7+3+44+5+
Pts
Melee weaponsRkPSA
Poisoned Dagger5-12
Melee fighter
Devastator
Poison
EquipmentSkin, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Special rules
Assassin
Resilience
Logistician
Corruption
Curse
Traitor
Recon
+30pts

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Traitor

It can be deployed in the opponent's deployment zone.

As long as it does not attack enemy units it cannot be targeted by charges and shots. But it cannot block the movement of enemy units nor slow them down, and must be moved to the nearest location if an enemy unit occupies its position.

As long as this unit is alive and within 6'' of an opposing unit, once per round, when activated during the Tactical phase, you may attempt to influence your opponent’s activation. On a traitor skill roll of 2+ on 1d6, you choose which unit (worth less than 101Pts) they must activate last during the Movement phase of this round (the unit activated after it will automatically hold).

Each time this ability is used, the required traitor skill roll increases by +1 for subsequent uses (3+, 4+, 5+, etc.). But if this ability is not used during a round, while being within 6'' of an opposing unit, the required traitor skill roll roll is reduced by 1 at the start of the next round (to a minimum of 2+).

If the traitor skill roll fails, the traitor is discovered: this ability can no longer be used, and the model can now be targeted normally.

A unit worth more than 100Pts and less than 201Pts can be targeted with an additionnal skill roll of 4+.

A unit worth more than 200Pts and less than 301Pts can be targeted with an additionnal skill roll of 5+.

If these additionnal skill rolls fail, the traitor is not discovered even though he failed, but he counts as having used this rule during this round.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.